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Old 04-07-10, 07:59 AM   #20
geosub1978
Samurai Navy
 
Join Date: Oct 2006
Location: Salamis Base
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In the game it is one man show. In reality there is an entire firing control team. So, it is not bad to "pause" and use your wheels and tables.

Finally the range in the game is used only to calculate the speed of the target. The formula is R=2*SrAlos/(Bearing rate). Where Sralos=Subspeed*sinusLeadingAngle+ or - Targetspeed*sinusAoB.

That's why if you have AoB=0 and measyre the Bearing Rate, you have the distance of the target. By the target range you will deside at what distance you will shoot, in order to set the spread angle etc. For the firing angle, you don't need the distance, because the function is the one that I mention on the previous post. For the solution for DA of the function you replace AoB=Ib-DA. Ib is the impact angle of the torpedo on the target, which is actualy defined by your coarse at the moment of fire relative to the target coarse. So the captain has to deside at which range will shoot and at what impact angle. Best is 90degs of course. In have determind the Ib pro-launch so you resolve the function for DA and you have it. This is the theoritical mathematical background of the approach and firing procedure.

That's all.
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